Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Demon's PactView game page

Choose 1 of 3 abilities, the Demon takes the rest!
Submitted by I ❤️ Pixel Art (@ilovepixel_art) — 8 hours, 40 minutes before the deadline
Add to collection

Play game

The Demon's Pact's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#54.2084.208
Overall#73.9313.931
Gameplay#84.0004.000
Polish#113.9583.958
Creativity#124.1674.167
Audio#123.7083.708
Art#313.5423.542

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+1)

That was so great I am so thrilled ! Clearly a 10 for me, the pixelart is beautiful I love it, the gameplay was really challenging and the multiple combos were really satisfying to learn !!

really enjoyed all the moving upgrades, the healing beam is slightly overcheat maybe ahah I could not win without it ^^ the player movement prediction by the demon is also really good

Ship it on steam immediately please lol

Developer

Wow! Thank you for the high praise. Jeeze, I'm seriously considering working on this as a full release. Didn't expect this kind of reaction to the game. Thank you!

Submitted (1 edit) (+1)

Wow what an awesome entry! Such a fun idea! I really had to use swarm and heal to get by, which is awesome because it felt like a challenge! I was really impressed by the spell variety and how you integrated it on both sides while keeping it fair! The audio on the AoE damage over time spells could use some lowering with it stacking every frame. The moment after you select a spell feels slightly awkward, but I couldn't put my finger on it. The spells definitely weren't all created equal, but I wouldn't expect them to. Serious props. Easily one of my favorites so far!

Developer(+1)

Thanks for the feedback! Yeah, I learned trying to balance a game like this for a short game jam is extremely challenging (for me at least lol).

I'm surprised by the feedback I've been getting. I feel like I should keep developing it after the game jam.

Thanks again!

Submitted(+1)

Oh man, really good game loop. Definitely felt I needed the healing ability to keep going. Totally my type of game. Good work!

Developer(+1)

Thanks for playing! Yeah, I need to balance some things after the jam for sure lol.

Jam HostSubmitted (1 edit) (+1)

Really really fun idea.  Really hard.  Fun potential here - I liked seeing the different combos work.  Man, that demon is rough though :D I did feel movement could've been just a hair smoother - I think it was something about the starting/stopping that made it feel slightly stuff.  Other than that, great job!

Submitted(+1)

I really like the idea of the demon gaining an ability at same time as you do, I think that's a pretty good use of the theme! I like that you can see what abilities the demon gained as well that's good to know and I'm quite impressed with the amount of abilities you have managed to include!  The portrait of the demon in the dialogue and the icons of the abilities look very good too! Also, I like the detail of the demon having different things to say when you die. 

I'd just say I find the movement very slow, it makes the game feel more difficult than it should be, the controls take a lot of getting used to, but it's okay I take that as part of the challenge lmao 

Submitted(+1)

A really great game! And also very challenging considering you are always on the losing side in terms of power. Healing is also rare so once you get hit, you won't regain it in a long time. That's why siphon is probably one of the best abilities in the entire game. With that said, I still haven't won a single run yet lol.

I also like some of the features and polish the game has, such as the run history, the detailed settings even with keybind customization, and how you can hover over the skills in the pause menu and run history to see their descriptions.

When I first played the game, it felt a little bit weird with having the movement be directed by the mouse click. Though as I played it more and more, it made sense since it would be difficult to juggle between movement and skills if both are using the keyboard.

Also, some nitpicks that I saw while playing. When the demon had the Surge ability, it creates the burning circles first before dashing, which caught me offguard so much. Another one is how the demon's movement got blocked by his own shield. Sometimes, when the demon is dashing through the shield, it causes a lot of noise. These are minor though and didn't really affect me that much.

Overall, a solid game with a big potential.

Developer(+1)

Wow! Thanks for the reply and for the specific feedback. The control scheme and the game balance seem to be the consistent feedback, which is so valuable to know. Seems like this game might have a little juice in it. Thanks agains for playing!

Submitted (1 edit) (+1)

The game is really hard until I got this OP build. Swarm is really OP, while healing beam combo with x4 damage makes me invincible. The game basically becomes trivial. Overall, I really like it! Being able to make boss battle with various abilities and also player character with many abilities is really impressive! This is an amazing submission!

Developer(+1)

Thanks for playing! So glad you enjoyed it. Yeah, balance for a game like this takes a lot of time to get just right, plus I don't think I'm great at balancing things lol, need more practice. I'll probably keep tweaking it after the jam. Thanks again!

Submitted(+1)

This has potential if it gets polished further after this jam. With the current balancing, movement option, and available skills, some powers are better than others. Like with the range being so limited, getting the Swarm should always be taken since you can stay far from the boss and let the homing shots damage it. I'm not saying it is a must, but it improves your chances significantly. But overall, I think this game is a really good entry for this jam. Well done!

Developer

Yeah, balancing needs more time for sure. I spent several passes trying to tweak things just right but all of this type of feedback is so helpful! Thanks so much for playing and glad you enjoyed it. I will probably keep chipping away at it after the jam, a lot of good feedback from people so far.

Submitted(+1)

Very fun! Nice mechanic — the movement is a bit uncomfortable at first, but you get used to it quickly.

Submitted(+1)

Very fun! Nice mechanic — the movement is a bit uncomfortable at first, but you get used to it quickly.

Submitted(+1)

Really good concept, Gameplay is fun and challenging. Great job.

Submitted(+1)

Felt great to play. I really like the trade off of picking your ability vs what the demon gets. Nice spin on the them!

Submitted(+1)

Great game! One of the best in the jam so far for me! I won after a couple tries with a swarm, tidal wave and a dash.

Developer(+1)

Damn, thanks for the compliment and thanks for playing!  Grats on winning, it's def a bit challenging depending the abilities that you get to choose from.

Submitted(+1)

Its amazing to make so many special ability in 3 days, great job!

Developer

I had more planned but obviously had to cut a lot for the jam. These ones felt like a good variety without being too crazy. Some of the abilities are VERY similar, like Blink and Surge, but overall I think it's feeling interesting enough. Thanks for playing

Submitted(+1)

Amazing! Was way more fun than I expected. And the demon predicting where to shoot based on my movement was really cool (albeit annoying haha). Great game!

Developer

Thanks for playing! I had "dumb" aiming initially but it was so boring and easy to just run in circles. I actually spent more time than I'd like to admit getting the predictive aiming to feel just right. Glad it annoyed you! Hahaha

Submitted(+1)

Wonderful game! Remembers me like playing adc in league of legends. Kiting and dodging while speel abilities.

Developer(+1)

Thanks for playing! Yeah, some people don't like the League-style control scheme so I should probably add an alternative. Glad you enjoyed it.

Submitted(+1)

This was a really fun game to play. Loved the music! Run history is great, made me want to keep playing to top my best. Well done, would have loved to see what you could have done with more than 3 days :D

Submitted(+1)

Good implementation of an arena-roguelite — it looks very lively and dynamic, but:

  • To repeat some feedback from the page — the controls are questionable. You could use standard movement on WASD, abilities on 1–3 (if their number doesn't expand), and basic attack on LMB. It would become much more comfortable to play
  • You set the project status to "Release", but the visuals in the game are clearly unfinished. You should probably draw at least a small sprite for the main character, not to mention the Demon, which could have many animations for different abilities
  • You should think about the balance. I played the game for about 20–30 minutes and didn't see any synergies between abilities. It would be cool to have some theoretical combinations based on what the player gets. Also, the concept where the player chooses one of three abilities and the other two go to the Demon makes you think not "what will increase my power" but "what I cannot give to the Demon"
Developer

First of all, thanks for playing and for taking so much time for thoughtful feedback! It is so helpful. 

Yeah, the controls were even worse before this change. I might just add control schemes players can choose. This current version is League of Legends/DotA-style and then I could do a WASD alternative.

On balance. 100% agree. Did as much as I could for 3 days but there are some abilities that are just too good to pass on for now. If I keep working on this game, balance would probably take up 90% of my time 😆 

Thanks again!!!

Submitted(+1)

It's important to understand that League of Legends and DotA are MOBAs — slightly different in terms of dynamics, but they are far from projectile dodging. WASD movement gives more control over the character and makes it easier to dodge enemy attacks. You could certainly make it a user-selectable option, but I think most people would choose WASD because it's more familiar to them.

As for balance — it needs to be worked on throughout the entire game development period. Otherwise, players will start asking: Why should I use other progression paths if they're clearly weaker?

Submitted(+1)

This is the type of game you just want to keep playing.

Submitted(+1)

Cool game! Although your chances to win depend solely on whether you get Siphon on first round or not (at least for me, heh). It was a bit difficult to control with RMB though, menu kept popping out. But overall a good job, well done!

Developer(+1)

Thanks for playing! Yeah, works best in fullscreen and Siphon def needs a nerf hahaha. Cheers!

Viewing comments 22 to 3 of 22 · Next page · Last page